"Sometimes I'm more nanny than developer."
~ Frank Grimes - Dev Shed ~
- Network
- Need to set a timeout value for the join request, possibly all requests should have a timeout
- ModelInstance class
- Investigate whether I can do the texture atlasing in 3D studio as apposed to in DX. The idea is to test whether altering the UVW maps position I can move the texture, I'm about 95% sure this will work. Then I can just draw a single texture for the entire starfury. just like my old quake models :¬) this will save sooo many texture swaps.
- Investigate Weird Performance Issue
- This issue is that sometimes when compiling we can get a 50% speed boost whilst making no changes to the code, the task here is to investigate this phenomenon and hopefully implement the speed boost for every compile.
- Multiplication is faster than division
- sux trying to find more data on this issue so i think i might register with one of the dx forums listed further down this page and just ask the general community, maybe its a commonly known thing and so no ones bothered posting online about it or maybe im just using the wrong search terms.
- Make multi-threaded?
- Add animation tweens – an example usage would be for the consoles intro/outro animation
- Shadows
- Update Input class – now i know the direction this should take. it was made o so clear here.
- Motion Paths
- Spherical World
- Cloud Engine
- Want to implement the super complex system listed in the pdf in the external resources section
- Particle System
- Ensure it passes FxCop testing ;¬)
- Pixel Shaders
- Depth Of Field
- Texture bump mapping
- Try pixel shader for cloud transparancies. I just posted a cool link to a site with loads of shader files. one of them is a depth of field one which I reckon I can reverse engineer to do the alpha transparancy of the clouds. to do depth of field it must be calculating the z-depths of each object and it also shows that they can control the order of them getting rendered, well thats kind of a big maybe on the last part and is the crutch of this idea. if it doesnt work then it means pixel shaders are probably not the holy grail here.